Captain's clock
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Description
You’ll need to learn how to set an alarm clock and work in a team if you want to help the captain wake up in time.
Taken from https://www.scouts.org.uk/activities/captain-s-clock/
Resources
A4 paper
Pens or pencils
Alarm or phone
Six analogue clocks (or one analogue clock and five paper plates).
Draw six clocks on a sheet of paper. Draw a different time on each clock. Unless your group are really confident, stick to the hours. If they’re more confident, you may want to introduce half hour times too.
Make enough copies of the sheet for one for each group.
Set five of the clocks to show five of the times on the sheet (or draw on paper plates if using paper plates instead of clocks).
Instructions
Hide the clocks around the room.
Set the captain’s clock (a real analogue clock) with a random time not on the sheet. You could use this clock to demonstrate on, too.
Learn to set an alarm:
The person leading the game should ask if anyone can name some reasons to set an alarm. Alarms help people wake up in time for school or work. The person leading the game should ask how people wake up at home – does someone else wake people up, or do they have their own alarms?
The person leading the game should show everyone how to set an alarm on the analogue clock. They should set it for a few minutes’ time.
You may want to warn everyone that the alarm will make a loud noise when it goes off, so it doesn’t take anyone by surprise.
The person leading the game should show everyone how to set an alarm on the mobile device. They should set it for a few minutes’ time.
As each alarm rings, the person leading the game should show everyone how to turn them off.
Play ‘Captain’s clock’
The person leading the game should show everyone the captain’s clock and remind them that everyone has to get out of bed on time – even spaceship captains! The captain is an astronaut who needs to get up in time for her space mission… but she’s forgotten what time that is. Unlike everyone here, the captain doesn’t listen very carefully when people explain things.
Everyone should split into groups.
The person leading the game should explain that mission control has narrowed it down: they know that there are six astronauts who need to get up at six different times. These six times are written on the timesheets. The person leading the game should give each group a timesheet.
The person leading the game should explain that the other five astronauts have left their alarm clocks somewhere around the meeting place.
Each team should hunt for the other clocks. When they find a clock, they should say the time together and cross it off their sheet. Everyone will need to be subtle so they don’t make it obvious to the other groups where the clocks are.
Once a team has found all five clocks, they’ll have just one left on their sheet. This will be the time the captain needs to wake up. The team should come back to the captain’s clock and set it for the right time to wake her up.
The first team to set the captain’s clock to the right time is the winner.
You could reset the time between groups, so everyone has a go at setting the captain’s clock, however long it takes them to find the other clocks.
Tags
- Alarm
- Clock
Badge Links
- Skills - Alarm